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1.
Stud Health Technol Inform ; 264: 1805-1806, 2019 Aug 21.
Artigo em Inglês | MEDLINE | ID: mdl-31438353

RESUMO

More and more researchers have recommended critically ill patients to start mobilization as early as possible. However, the clinical utilization rate of early mobilization remains low for patients in the intensive care units (ICU) because of various factors. In order to promote the rehabilitation of critically ill patients, a multidisciplinary research team, including academic researchers, ICU head nurses, respiratory therapists, and a software engineer, has developed a virtual reality system for early mobilization in ICU. This system has four main features-the diverse forms of mobilization based on muscle strength, the integration of exercise and cognitive training, the visualization of the mobilization process and the record of the trajectory during mobilization exercises. This paper presents and discusses the development process of this system.


Assuntos
Deambulação Precoce , Realidade Virtual , Estado Terminal , Terapia por Exercício , Humanos , Unidades de Terapia Intensiva
2.
Stud Health Technol Inform ; 266: 57-62, 2019 Aug 08.
Artigo em Inglês | MEDLINE | ID: mdl-31397302

RESUMO

In recent years, the possibility of using serious gaming technology for the automation of clinical procedures for assessment of motor function have captured the interest of the research community. In this paper, a virtual version of the Box and Blocks Test (BBT) for manual dexterity assessment is presented. This game-like system combines the classical BBT mechanics with a play-centric approach to accomplish a fully automated test for assessing hand motor function, making it more accessible and easier to administer. Additionally, some variants of the traditional mechanics are proposed in order to fully exploit the advantages of the chosen technology. This ongoing research aims to provide the clinical practitioners with a customisable, intuitive, and reliable tool for the assessment and rehabilitation of hand motor function.


Assuntos
Realidade Virtual , Mãos , Humanos
3.
Stud Health Technol Inform ; 266: 63-69, 2019 Aug 08.
Artigo em Inglês | MEDLINE | ID: mdl-31397303

RESUMO

In recent years, the use of interactive game technology has gained much interest in the research community as a means to measure indicators associated with the risk of falling in the elderly. Input devices used for gaming offer an inexpensive but yet reliable alternative to the costly apparatuses used in clinics and medical centers. In this paper, we explore the feasibility of using virtual reality technology as a tool to assess the risk of falling in the senior community in a more immersive, intuitive and descriptive manner. Our VR-based tool captures stepping performance parameters in order to fulfill the requirements of a well-established clinical test for fall risk assessment. The use of virtual reality allows for an immersive experience where elderly users can fully concentrate on the motor and cognitive functions being assessed rather than the technology being used.


Assuntos
Acidentes por Quedas , Realidade Virtual , Idoso , Cognição , Jogos Recreativos , Humanos
4.
Stud Health Technol Inform ; 264: 893-897, 2019 Aug 21.
Artigo em Inglês | MEDLINE | ID: mdl-31438053

RESUMO

This team has had prior successful production efforts in the use of Second Life to implement a virtual reality world into both nursing education and practice. Our current efforts center around a virtual reality application that provides learners with the opportunity to master competencies in the use of ultrasound technologies, which have surfaced in many nurse practitioner certifications as a necessary skill. Using the authoring tool of CenarioVR™, and capturing video footage of a nurse practitioner using the ultrasound equipment, students can don a VR headset for an immersive experience. This ultrasound equipment is expensive, and allowing learners to learn skills in a virtual environment poses less risk to both the equipment and the patients.Future production efforts in augmented and mixed reality applications are described to engage others in cutting edge use of VR.


Assuntos
Educação em Enfermagem , Profissionais de Enfermagem , Realidade Virtual , Humanos , Aprendizagem , Estudantes
5.
World J Pediatr Congenit Heart Surg ; 10(4): 502-503, 2019 07.
Artigo em Inglês | MEDLINE | ID: mdl-31307300

RESUMO

Cardiovascular computed tomographic angiography (CCTA) 3-D thoracic reconstruction can serve as a "virtual patient avatar" providing surgical views for approach to complex anomalous coronary artery anatomy. Images demonstrated a single coronary artery ostium arising from the right aortic sinus with trifurcation into a prepulmonic left anterior descending coronary artery (LAD), an interarterial circumflex with a subsequent intraseptal course, and normal course of the right coronary artery. Virtual 3-D CCTA reconstructions were important to planning an incisional plane for surgical correction.


Assuntos
Procedimentos Cirúrgicos Cardíacos/métodos , Angiografia por Tomografia Computadorizada/métodos , Angiografia Coronária/métodos , Anomalias dos Vasos Coronários/diagnóstico , Vasos Coronários/diagnóstico por imagem , Imagem Tridimensional , Realidade Virtual , Anomalias dos Vasos Coronários/cirurgia , Vasos Coronários/cirurgia , Humanos , Valor Preditivo dos Testes , Seio Aórtico/anormalidades
6.
Stud Health Technol Inform ; 262: 206-209, 2019 Jul 04.
Artigo em Inglês | MEDLINE | ID: mdl-31349303

RESUMO

A VR-based application was developed to explore the potential of mobile technology and the use of mobile-VR to assist in treatment, rehabilitation, and prevention of neck injuries. A prototype was developed through user-centered design and Google Sprint. The application simulated a typical set of exercises that a patient would get from a physiotherapist in the case of neck pain. A semi-structured interview was conducted with a physiotherapist, and an open-ended interview followed to asses usability. Expert and user evaluation indicated that the aim should be to keep patients motivated and working through the pain. The usability was judged as very good. However, clinical evaluation with a patient group would be recommended in the future.


Assuntos
Terapia por Exercício , Aplicativos Móveis , Cervicalgia , Realidade Virtual , Exercício , Humanos , Cervicalgia/terapia , Dor
7.
Zhongguo Yi Xue Ke Xue Yuan Xue Bao ; 41(3): 383-387, 2019 Jun 30.
Artigo em Chinês | MEDLINE | ID: mdl-31282334

RESUMO

Objective To compare the values of elasticity imaging(EI)and Virtual Touch TM tissue imaging and quantification(VTIQ)in diagnosing thyroid nodules and explore the factors influencing the accuracy of these two techniques.Methods Totally 62 patients who were planned to receive surgery for thyroid nodules underwent conventional ultrasound,EI,and VTIQ examinations.EI patterns were scored according to the degree and distribution of strain,the strain of nodule and surrounding normal reference tissue were measured,and then strain index was calculated.Shear wave velocity in nodules were obtained under VTIQ mode.Results The nodules were malignant in 40 patients and benign in 22 patients.When the strain score of 3 was regarded as malignant,the diagnostic sensitivity,specificity,and accuracy of EI in detecting thyroid nodules were 90.00%,31.82%,and 69.32%,respectively.Receiver operating characteristic curve results showed that the area under curves of EI-SI and VTIQ methods for diagnosing thyroid nodules was 77.8%(95%CI:0.64-0.91)(P=0.000)and 74.3%(95%CI:0.62-0.87)(P=0.002),respectively.Thyroid nodules' characteristics location(P=0.04)and size(P=0.02)were correlated with the diagnostic accuracy of EI.The accuracy of SI and VTIQ were not affected by thyroid nodules' characteristics(P>0.05).Conclusions The diagnostic accuracy of EI for thyroid nodules is related to nodules' characteristics.EI combined with semi-quantitative SI and quantitative VTIQ can effectively improve the diagnostic capability for thyroid nodules.


Assuntos
Técnicas de Imagem por Elasticidade , Nódulo da Glândula Tireoide/diagnóstico por imagem , Realidade Virtual , Diagnóstico Diferencial , Elasticidade , Humanos , Reprodutibilidade dos Testes , Sensibilidade e Especificidade , Ultrassonografia
8.
Adv Exp Med Biol ; 1156: 41-48, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31338776

RESUMO

The introduction of online learning and interactive technology into tertiary education has enabled biomedical science and medical faculties to provide students with quality resources for off-campus study. This encompasses online self-directed learning, interactive blogs, quizzes, recordings of lectures and other resources. In addition, textbooks are now supplemented with interactive online learning tools, meaning that the student now has more accessibility than ever to engage with content. However, in biomedical sciences and medicine, technology has also enhanced the in-classroom experience. Anatomical and physiological visualisations in virtual, augmented and mixed reality provide students with an unprecedented ability to explore virtual content in-class, while learning remains structured by the facilitator and teaching team. This chapter will provide insights into the past use of technology to enhance off-campus learning, and then focus on the range of visualisations utilised within the laboratory or classroom in order to facilitate learning in biomedical sciences and medicine, including: augmented reality, virtual reality; mixed reality and Holograms; 3D printing; simulated dissections and anatomy simulation tables; and "Smart" tablets and touchscreen devices.


Assuntos
Anatomia/economia , Biologia/educação , Educação a Distância , Educação Médica , Fisiologia/educação , Realidade Virtual , Educação a Distância/métodos , Educação a Distância/normas , Educação a Distância/tendências , Educação Médica/métodos , Educação Médica/tendências , Humanos , Aprendizagem , Estudantes
9.
Adv Exp Med Biol ; 1156: 123-134, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31338782

RESUMO

The immersive technologies of Virtual and Augmented Reality offer a new medium for visualisation. Where previous technologies allowed us only two-dimensional representations, constrained by a surface or a screen, these new immersive technologies will soon allow us to experience three dimensional environments that can occupy our entire field of view. This is a technological breakthrough for any field that requires visualisation, and in this chapter I explore the implications for medical visualisation in the near-to-medium future.First, I introduce Virtual Reality and Augmented Reality respectively, and identify the essential characteristics, and current state-of-the-art, for each. I will then survey some prominent applications already in-use within the medical field, and suggest potential use cases that remain under-explored. Finally, I will offer practical advice for those seeking to exploit these new tools.


Assuntos
Visualização de Dados , Tecnologia , Realidade Virtual , Humanos , Imagem Tridimensional , Tecnologia/métodos , Tecnologia/tendências
10.
Adv Exp Med Biol ; 1156: 135-141, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31338783

RESUMO

Dementia is on the rise as our population ages and it is still untreatable. Our global society is changing but so is our technological landscape. Virtual Reality has been around for a while but it has not been widely adopted within the general healthcare sector, never mind for niche use cases, that is until now….


Assuntos
Demência , Tecnologia , Realidade Virtual , Demência/terapia , Humanos , Tecnologia/tendências
12.
Am J Occup Ther ; 73(4): 7304345020p1-7304345020p9, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31318679

RESUMO

IMPORTANCE: Rehabilitation interventions for chronic stroke are largely impairment based, with results confined to the level of impairment instead of function. In contrast, cognitive strategy training interventions have demonstrated clinically meaningful improvements in functional outcomes. Integration of these approaches has yet to be explored. OBJECTIVE: To evaluate acceptability, recruitment, and retention rate and determine which outcome measures best capture the effect of the intervention. DESIGN: Single-group, pre-post design. SETTING: Research laboratory. PARTICIPANTS: Adults with chronic stroke and hemiparesis (N = 10). INTERVENTION: A 12-wk intervention integrating cognitive strategy training with upper extremity motor training. Two weekly sessions used Kinect-based virtual reality to encourage high numbers of upper extremity movement repetitions. The third weekly session focused on the use of cognitive strategies with practice of client-centered goals. OUTCOMES AND MEASURES: Upper extremity motor performance was measured with the Fugl-Meyer Assessment. Occupational performance on trained and untrained goals was measured via the Performance Quality Rating Scale and the Canadian Occupational Performance Measure. Outcome data were gathered preintervention, postintervention, and at 3-mo follow-up. RESULTS: The intervention was perceived as acceptable. Recruitment rate was 15%, and retention rate was 100%. Large effects were found on outcomes of upper extremity motor performance, occupational performance, and participation at follow-up. CONCLUSION AND RELEVANCE: MetacogVR is feasible for adults with chronic stroke. The effect of MetacogVR is best captured through measures of upper extremity motor performance, occupational performance, and participation. WHAT THIS ARTICLES ADDS: Traditional, impairment-based approaches to chronic stroke rehabilitation may require integration with cognitive-strategy training to affect performance on meaningful goals.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Adulto , Cognição/fisiologia , Humanos , Recuperação de Função Fisiológica , Extremidade Superior/fisiologia
13.
Soins ; 64(837): 41-44, 2019.
Artigo em Francês | MEDLINE | ID: mdl-31345309

RESUMO

Virtual reality is an innovative solution in simulation when it is used to reinforce caregivers' skills. A health facility has set up a continuing professional development programme using this technique. It has enabled caregivers to reinforce their skills in the area of blood transfusion safety.


Assuntos
Transfusão de Sangue/enfermagem , Educação Continuada em Enfermagem , Treinamento por Simulação/métodos , Realidade Virtual , Competência Clínica , Difusão de Inovações , Humanos , Pesquisa em Educação de Enfermagem , Pesquisa em Avaliação de Enfermagem , Segurança do Paciente
14.
Stud Health Technol Inform ; 261: 75-81, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31156094

RESUMO

During the last decade, we have experienced fast development of virtual reality technology combined with various sensors and applications in different fields. The devices and applications are more easily accessible for the broader public. In this article, we describe a feasibility study of an affordable personalized, immersive VR motor rehabilitation system with full body tracking. While virtual reality rehabilitation is a relatively new field, several applications were already proven more effective than traditional rehabilitation programs. The applied methods utilize VR headset HTC Vive and HTC trackers together witch inverse kinematics algorithms to provide full body tracking. For that, we provide a framework for individual body calibration. The main result of the study is a developed virtual environment with guided rehabilitation scenarios based on personalized body calibration. We have proven that this approach can be used in personalized rehabilitation programs.


Assuntos
Reabilitação , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Fenômenos Biomecânicos , Calibragem , Estudos de Viabilidade , Humanos , Reabilitação/métodos
15.
Stud Health Technol Inform ; 261: 253-258, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31156125

RESUMO

Anxiety and stress are very common symptoms of patients facing a forthcoming surgery. However, limited time and resources within healthcare systems make the provision of stress relief interventions difficult to provide. Research has shown that provision of preoperative stress relief and educational resources can improve health outcomes and speed recovery. Information and Communication Technology (ICT) can be a valuable tool in providing stress relief and educational support to patients and family before but also after an operation, enabling better self-management and self-empowerment. To this direction, this paper reports on the design of a novel technical infrastructure for a resilience support tool for improving the health condition of patients, during the care path, using Virtual Reality (VR). The designed platform targets, among others, at improving the knowledge on the patient data, effectiveness and adherence to treatment, as well as providing for effective communication channels between patients and clinicians.


Assuntos
Autogestão , Realidade Virtual , Comunicação , Humanos , Assistência ao Paciente , Poder (Psicologia)
16.
Beijing Da Xue Xue Bao Yi Xue Ban ; 51(3): 530-535, 2019 Jun 18.
Artigo em Chinês | MEDLINE | ID: mdl-31209427

RESUMO

OBJECTIVE: To investigate the values of diffusion tensor imaging (DTI) and virtual reality (VR) techniques in design surgery program of gliomas near eloquent regions. METHODS: In this study, 35 cases were retrospectively analyzed with gliomas involved language areas or rolandic regions operated in Department of Neurosurgery, Peking University Third Hospital from January 2015 to January 2019. Surgery programs were performed by Dextroscope virtual reality system. The pre-operative data, such as the magnetic resonance imaging (MRI), magnetic resonance arteriography (MRA) and DTI was transferred into the VR computer for restitution,Tumors, neural fiber tracts and blood vessels were reconstructed to simulate operation and design individual surgical plan. Neurological function was evaluated 1 week, 1 month and 3 months after operation. RESULTS: Virtual reality three-dimensional images of the 35 cases were successfully achieved, including neural fiber tracts,blood vessels and the lesions. The displacement and destruction of fiber tracts, the anatomic relationship between tumor and important fiber bundle, artery and vein could be shown clearly. Surgical simulation and surgery program of VR of the 35 patients were successfully performed. The 3D images obtained from virtual reality near to the real surgery. Ten of the 35 cases were defined as rolandic regions tumors, 14 of the 35 cases were defined as language areas tumors and 11 of the 35 cases involved both language areas and rolandic regions. Complete resection of enhancing tumor (CRET) was achieved in 30 cases (85.7%), subtotal resection in 5 cases (14.3%), neurological function improved in 34 cases (97.1%) after operation,and 1 case had no improvement compared with that before(2.9%). Thirteen cases without neurological deficit pre-operation, showed transient neurological deficit ,which were recovered about 10 days post-operation, 12 of 22 cases with pre-operative neurologic deficit, improved one week postoperation, 9 of 22 cases with pre-operative neurologic deficit improved one month after operation, the rest 1 case was recurrent with glioblastoma with aggravated hemiplegia symptom after operation, who died of cerebral hernia 2 months later. CONCLUSION: Dextroscope virtual reality system can clearly expose and quantify the 3D anatomic relationship of tumors, neural fiber tracts and blood vessels surrounding gliomas near eloquent regions, which is helpful to design the best individualized surgery program, to improve surgical effect.


Assuntos
Neoplasias Encefálicas , Glioma , Realidade Virtual , Neoplasias Encefálicas/diagnóstico por imagem , Imagem de Tensor de Difusão , Glioma/diagnóstico por imagem , Humanos , Imagem Tridimensional , Imagem por Ressonância Magnética , Estudos Retrospectivos
17.
Cyberpsychol Behav Soc Netw ; 22(6): 365-372, 2019 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-31188686

RESUMO

This study explores the independent and joint effects of immersion and real-world distractions (a ringing cell phone) on cognitive (i.e., recognition and recall), affective valence, and interpersonal outcomes (i.e., interpersonal liking and communication satisfaction) as well as general feelings of presence (social presence and telepresence) during a virtual experience. Participants interacted with a virtual agent in an immersive virtual environment or nonimmersive virtual environment under three different levels of real-world distractions (i.e., no distraction, passively being exposed to the sound of a ringing cell phone, and actively responding to ringing cell phone). Increased immersion had a positive effect on telepresence, but a negative effect on recognition and recall; immersion did not have a significant effect on social presence. Real-world distractions had a negative effect on recognition, recall, and social presence, but did not affect telepresence or affective valence. Participants who were actively distracted performed more poorly on the recall measure and reported lower levels of social presence than their passively distracted counterparts. These findings suggest that (a) increased immersion will not uniformly improve social virtual reality experiences and (b) more research is needed on whether and how real-world events should be integrated into virtual environments.


Assuntos
Comunicação , Relações Interpessoais , Comportamento Social , Interface Usuário-Computador , Realidade Virtual , Adulto , Emoções , Feminino , Humanos , Masculino , Rememoração Mental
18.
J Psychosoc Nurs Ment Health Serv ; 57(6): 15-19, 2019 Jun 01.
Artigo em Inglês | MEDLINE | ID: mdl-31162622

RESUMO

Substance use disorders (SUDs) remain difficult to treat, with relapse rates averaging 50% despite available treatment. There is a need for new and novel treatment for treating SUDs. The use of virtual reality (VR) shows promising results as a strategy to help patients with SUDs manage cravings, say no to substance use, reduce stress and anxiety, treat pain, learn life skills, exercise, and use as a substitute for substance use. In VR, patients use a head-mounted device to experience computer-generated 360° simulated environments. Studies have shown that VR activates some of the same areas of the brain that substances activate. The science and technology of VR is evolving, resulting in more affordability, but the price is likely still a barrier for most treatment providers and patients. In addition, applications used to treat SUDs were developed for use in research and are not currently available for public use. More rigorous studies are needed to determine the effectiveness of VR as a treatment for SUDs. [Journal of Psychosocial Nursing and Mental Health Services, 57(6), 15-19.].


Assuntos
Transtornos Relacionados ao Uso de Substâncias/terapia , Interface Usuário-Computador , Terapia de Exposição à Realidade Virtual/métodos , Realidade Virtual , Humanos
19.
Nurse Educ Pract ; 38: 14-20, 2019 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-31174134

RESUMO

A number of studies attest to the effectiveness of virtual patients in fostering and assessing students' development of clinical reasoning. An objective assessment of students' clinical reasoning is, however, challenging. This study focused on determining the psychometric properties of the virtual patient version of the Lasater Clinical Judgment Rubric, a rubric that is aimed at assessing nursing students' clinical reasoning processes when encountering virtual patients. A nonexperimental design was used in which data from 125 students' reflections on solving two different virtual patient scenarios were included in the analysis. First, a deductive content analysis was conducted using the categories of the rubric as a lens. After that, each student's performance was quantified according to the different levels of the rubric. Exploratory factor analysis and test of normality and reliability, including the Kaiser-Meyer-Olkin test, Bartlett's test, the Shapiro-Wilk test, and Cronbach's alpha were used in the analysis. The result suggested three factors: "Understanding the patient", "Care planning" and "Reflecting" that explained 81.8% of the variance. Cronbach's alpha was 0.931. The result showed the rubric to be a valid assessment instrument for assessing nursing students' clinical reasoning when encountering virtual patients.


Assuntos
Competência Clínica/normas , Simulação de Paciente , Psicometria/métodos , Adulto , Avaliação Educacional/métodos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Psicometria/instrumentação , Psicometria/normas , Reprodutibilidade dos Testes , Estudantes de Enfermagem/psicologia , Estudantes de Enfermagem/estatística & dados numéricos , Realidade Virtual
20.
Nat Commun ; 10(1): 2497, 2019 06 07.
Artigo em Inglês | MEDLINE | ID: mdl-31175279

RESUMO

The ultimate 3D displays should provide both psychological and physiological cues for depth recognition. However, it has been challenging to satisfy the essential features without making sacrifices in the resolution, frame rate, and eye box. Here, we present a tomographic near-eye display that supports a wide depth of field, quasi-continuous accommodation, omni-directional motion parallax, preserved resolution, full frame, and moderate field of view within a sufficient eye box. The tomographic display consists of focus-tunable optics, a display panel, and a fast spatially adjustable backlight. The synchronization of the focus-tunable optics and the backlight enables the display panel to express the depth information. We implement a benchtop prototype near-eye display, which is the most promising application of tomographic displays. We conclude with a detailed analysis and thorough discussion of the display's optimal volumetric reconstruction. of tomographic displays.


Assuntos
Óptica e Fotônica , Realidade Virtual , Acomodação Ocular , Sinais (Psicologia) , Apresentação de Dados , Percepção de Profundidade , Humanos , Tomografia
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